Kalos Mechanism 4e EN:Gifts: Difference between revisions
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===Bag Of Tricks=== | ===Bag Of Tricks=== | ||
The character carries a bag, a belt, or a backpack with a number of '''small, ordinary items'''. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop. | The character carries a bag, a belt, or a backpack with a number of '''small, ordinary items (Equipment Level 2)'''. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop. | ||
===Blindfighting=== | ===Blindfighting=== |
Revision as of 09:56, 16 May 2023
Gifts are exceptional abilities that a normal person can have, but that most people do not have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Gifts which impact the setting directly, such as Headquarters and Wealthy, should receive more than the usual amount of GM consultation.
Each gift costs 1 character point.
Quantity | Cost |
---|---|
1 | 1 |
2 | 2 |
3 | 3 |
4 | 4 |
5 | 5 |
6 | 6 |
7 | 7 |
8 | 8 |
9 | 9 |
10 | 10 |
Typical Gifts
These are the typical gifts found in a Kalos Mechanism game. A character may have a gift not listed here, subject to GM approval. Any new gifts should be approximately as useful as these gifts.
Gift | Type | Benefit |
---|---|---|
Animal Empathy | Skills | The character can use Diplomacy and Manipulation skills on animals. |
Attentive | Combat | The character is unaffected by attempts to distract them. |
Bag Of Tricks | Skills | The character carries a bag, a belt, or a backpack with a number of small, ordinary items. |
Blindfighting | Combat | The character can engage in combat normally while blinded or otherwise unable to perceive their opponent. |
Connected | Skills | The character can attempt a DV 12 Presence + Diplomacy roll to get a favour from an old friend, rival, or former associate. |
Disarming Expert | Combat | The character can make a disarming attack without the associated penalty. |
Elusive | Combat | The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn. |
Escape Artist | Combat | Once per scene, the character can gain a skill bonus (+16 AV, +16 DV) against a grapple or a lasting power. |
Famous | Skills | The character may get attention, and perhaps favours, from strangers who recognize them. |
Fascinating | Skills | The character may get attention, and perhaps favours, from admirers. |
Hard Target | Combat | The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility. |
Headquarters | Skills | The character has one or more bases of operation, and they can remember a nearby "safe house" with a DV 12 Reason + Survival roll. |
Iron Fists | Combat | The character's unarmed hand-to-hand normal attacks deal 1d6 + Brawn points of Health damage. |
Lightning Strike | Combat | The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn. |
Linguist | Skills | The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them. |
Mental Calculator | Skills | The character can solve complex mathematical operations by thinking about them briefly. |
Minions | Skills | The character has one or more minor, mostly nameless lackeys of marginal usefulness. |
Perfect Recall | Skills | Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard. |
Pro From Dover | Skills | The character gains a skill bonus (+16 AV, +16 DV) related to a single narrowly-defined noncombat specialty. |
Quick Change | Skills | The character can change their entire outfit (or change into an Alternate Form) with a quick action. |
Ranged Disarm | Combat | The character can make a disarming attack with a ranged weapon. |
Scrounger | Skills | The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends. |
Second Identity | Skills | The character has a second, completely legitimate identity which will withstand even the most focused scrutiny. |
Sense Auras | Skills | The character can see the invisible emanations around people and things with a Presence + Investigation roll. |
Sharpshooter | Combat | The character may ignore cover in ranged combat, as long as they can see part of the target. |
Sidekick | Combat | The character's Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater. |
Team Player | Combat | Once per scene, the character can grant a skill bonus (+16 AV, +16 DV) to one of their allies. |
Underwater Combat | Combat | The character can fight or use skills while underwater without the associated penalty. |
Unsettling | Skills | The character can gain a skill bonus (+16 AV, +16 DV) on Manipulation skill rolls pertaining to intimidation and interrogation. |
Vehicles | Skills | The character has an assortment of vehicles, and they can remember a vehicle they have stored nearby with a DV 12 Reason + Survival roll. |
Wealthy | Skills | If a problem can be solved by throwing money at it, the character can probably solve that problem. |
Whirlwind Attack | Combat | The character can make a sweep attack without the associated penalty. |
Animal Empathy
The character can use Diplomacy and Manipulation skills on animals. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 12) Diplomacy or Manipulation roll to keep the animal from attacking.
Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.
A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) when interacting with that animal type.
Attentive
The character is unaffected by attempts to distract them.
Bag Of Tricks
The character carries a bag, a belt, or a backpack with a number of small, ordinary items (Equipment Level 2). The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.
Blindfighting
Normally, a character who can't perceive their opponent has great difficulty in combat. The character can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.
If the character has the Blindsight power, this gift is superfluous.
Connected
"I know some people." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 12) Presence + Diplomacy roll to see how their contact receives them.
Expert Tip: Failure should never make the game less interesting.
Disarming Expert
Normally, a character making a disarming attack incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). The character can make a disarming attack without the associated penalty.
Elusive
The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.
Escape Artist
Once per scene, the character can gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) against a grapple or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.
Famous
The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers who recognize them.
Fascinating
The character is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People may be more likely to cooperate with the character, and the character can sometimes gain favours from admirers.
Hard Target
The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility. The player may choose which attribute to use on a case by case basis.
Headquarters
The character has one or more bases of operation, equipped with supplies, workshops, and equipment reasonable for the character's background and skills. If the character is a member of a team, the headquarters might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.
Additionally, the character can make a moderately difficult (DV 12) Reason + Survival roll to remember a "safe house" or a cache of supplies nearby, wherever they happen to be.
Iron Fists
Normally, an unarmed hand-to-hand attack deals points of Endurance damage equal to the character's Brawn. The character's unarmed hand-to-hand normal attacks deal 1d6 + Brawn points of Health damage. Making an unarmed normal attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls damage equal to 1d6 + their Brawn. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Lightning Strike
The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn. The player may choose which attribute to use on a case by case basis.
Linguist
The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.
Mental Calculator
The character can solve complex mathematical operations by thinking about them briefly. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.
Minions
The character has an assortment of minor, mostly nameless lackeys of marginal usefulness. Such minions might be guards, administrative staff, or technicians to keep the character's equipment in proper working order. Minions are primarily a convenience for the GM and a fun asset for the character. They are not generally useful in combat.
There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are.
Perfect Recall
Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.
Pro From Dover
The character is an undisputed expert in a specific, narrowly-defined professional, scholarly, or technical field. When answering a question or performing research related to their specialty, they gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV).
Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.
Quick Change
The character can change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. A character with Quick Change and the Alternate Form power can change forms once per round with a quick action.
Ranged Disarm
The character can make a disarming attack with a ranged weapon. A ranged disarming attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV).
Scrounger
The character can always find useful items by asking around and keeping their eyes open, whether they are in the wilderness or in an urban environment. The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.
Second Identity
The character has a second, completely legitimate identity which will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.
Sense Auras
The character can see the invisible emanations around people and things. Sensing the aura of a person requires a quick action.
If the character makes a successful Presence + Investigation roll against 8 + Presence + Deception of the target, they can sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). If the character fails this roll, they may not attempt to read that person or object again during that scene. A typical person's aura is slightly "warm".
The aura of a character with Mental Resistance can't be read. Objects do not generally have auras.
Color | Temperament |
---|---|
Red | In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety. |
Orange | In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions. |
Yellow | Indicates optimism, and easy-going nature, inspiration, and intelligence. |
Green | Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature. |
Turquoise | Indicates a sensitive, compassionate nature, that of a healer or a counselor. |
Blue | Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature. |
Indigo | Indicates deep feeling: someone of profound intuition and sensitivity. |
Violet | Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament. |
Lavender | Indicates great vision and imagination. |
Sharpshooter
The character may ignore cover in ranged combat, as long as they can see part of the target.
Sidekick
The character is the sidekick of a more experienced character. If the character is within short range (10 m) of their mentor, their Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.
Team Player
The character works well with others. Once per scene, the character can grant a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.
Underwater Combat
If a character is underwater, they normally incur a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). The character can fight or use skills while underwater without the associated penalty.
Unsettling
The character is able to put off a disturbing vibe that makes people and animals nervous. The character can gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) on Manipulation skill rolls pertaining to intimidation and interrogation.
Vehicles
The character has an assortment of vehicles at their disposal. If the character is a member of a team, the vehicles might be shared with the other team members, at the player's discretion. A vehicle is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.
Additionally, the character can make a moderately difficult (DV 12) Reason + Survival roll to remember a vehicle they have stored nearby, wherever they happen to be.
Wealthy
If a problem can be solved by throwing money at it, the character can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth.
Whirlwind Attack
Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the attacker incurs an AV penalty equal to the number of targets. The character can make a sweep attack without the associated penalty.
Zero-G Combat
If a character is weightless, they normally incur a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). The character can fight or use skills while weightless without the associated penalty.